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Cloth Physics - Magica Cloth 2 Colliders Misaligned #96

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ALLCAPS2636 opened this issue Oct 5, 2024 · 5 comments
Open

Cloth Physics - Magica Cloth 2 Colliders Misaligned #96

ALLCAPS2636 opened this issue Oct 5, 2024 · 5 comments

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@ALLCAPS2636
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ALLCAPS2636 commented Oct 5, 2024

Unity 2022.3.42f1
CC/iC Importer 1.6.3 HDRP 12
Magic Cloth 2 (2.11.1)

Enable Cloth Physics > Magica Cloth 2

Magica Cloth Colliders get generated, but they appear to be in:

  1. Arm colliders in wrong pose (A? vs T)
    image

  2. Incorrectly aligned to body
    All colliders slightly offset and rotated
    image

@soupday
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soupday commented Oct 5, 2024

How did you export the character?

It looks like it's been exported with an A-pose bind pose. It needs to be exported with Unity option in a T-pose bind pose, because the colliders are aligned to the bind pose.

@ALLCAPS2636
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ALLCAPS2636 commented Oct 5, 2024

Used the CC/IC --> Blender pipeline. Added bones to hair, then Export to Unity option of CC/iC tools. If I check the FBX that got written by opening it in Blender, character is in T-Pose.

Edit: It's a problem on my end. Checking the Blend file, the character somehow lost the T-Pose. I'll have to try re-connecting it to CC4, reestablish T-Pose then re-export to Unity. Sorry for the false alarm.

@soupday
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soupday commented Oct 5, 2024

It might be possible to re-work the collider setup in Unity to take the bind pose into account. It would be nice not to be limited by the T-pose export option (because that's all it's really for). I'll see if I can get that into the next version.

@ALLCAPS2636
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Do you have a roadmap for both the Blender and Unity tools? They're absolutely fantastic now that I've adopted them into my pipeline.

@soupday
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soupday commented Oct 5, 2024

Not so much a roadmap as a rough to-do list.

Blender:

  • Transfer lights and cameras with animation data.
  • Better prop conversion and prop splitting.
  • Better support for sending props and animations back to iClone.
    • Props are a bit of nightmare to deal with, as their structure changes when sent back to CC4/iC8
  • General spring rigs to any bone (not just hair) for cloth, appendages, etc...
  • Transfer skin weights blend with voxel heat mapping.
    • This might be wishful thinking but if I can blend the results of transfer skin weights near the surface of the skin and blend outwards to the more natural looking weights from voxel diffuse heat mapping (or any other method). Mostly to fix skin weights on clothing transferred from Daz or other sources.

Unity:

  • Unified version: one version of the tool that contains shader packages for all the relevant pipeline versions.
  • Support for the general spring rigs from Blender.
  • Blendshape to bone driver script.
  • Datalink: Much like the Blender datalink. Transfer / update characters, props, lights, cameras and scenes quickly to the Unity project.
    • less scope for sending things back to CC4/iC8.

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